Showing posts with label Rogues. Show all posts
Showing posts with label Rogues. Show all posts

Tuesday, April 3, 2012

Divided Loyalties Part 3

As the clouds broke beneath me I could just make out my destination in the distance. Ravenholdt Manor's roof top reflected the evening sunlight. My griffin's wings beat in a laborious rhythm against the prevailing winds. The oppressive weight of the gemstones I was to deliver to Wrathion seemed as much a physical burden to my mount as they were a mental agony to me.  Seldom had I so anticipated the completion of a contracted as I did this one. With a stumbling lurch the poor beast landed in the well guarded courtyard. Once my identity was confirmed by one of the guards, I swiftly removed the heavy saddlebags. With a pat and a word of praise for a job well done I turned on my heel and I headed into the manor.

Wrathion and Fahrad seemed not to have moved much since my last visit.  Positioned at either end of a large table covered with maps and dispatches they were consumed with their quest to discover every last member of the Black Dragonflight. My rude deposit of the saddle bags into the middle of their contemplation gained me their rapid attention.

"Ah! Do you see how they shimmer?" Wrathion asked after dumping some of the shadowy gemstones out into his hand. "Many fine gems sparkle in the light, but only these seem to sparkle with darkness." The look on the boy's face didn't seemed more thoughtful than entranced. "I'll preform an enchantment on these while your on your next mission." So Kaitou had been correct in his assessment, Wrathion was going to do something to those gemstones or at least turn them to his purpose. "Are you ready? The gems you collected will be able to augment the power of the weapons I gave you, but I require another ingredient. It will come from your next target."

A snort from Fahrad drew both of our attention. "We've located her here, in the caverns beneath Karazhan." Pointing at the top most map in the middle of the table Fahrad continued. "Fearful for her life, she is researching arcane secrets buried beneath the foundation."

Wrathion then took up the narrative. "Her name is 'Nalice'." I gave a start of  recognition and then Wrathion confirmed my suspicions. "And until recently she stood at Wyrmrest Temple as a representative of the Black Dragonflight." But just before the Cataclysm she had disappeared, no one had known why. Then the destruction of the Sanctums...the death of Korialstrasz and all the hatchings. "Now? She's on the run." This I hadn't suspected. A target I KNEW, my mind raced with the possibilities. Fahrad's voice drew my attention back.

"She's surrounded herself with a small army of deranged dragon cultist." Fahrad continued with his debriefing. "They may not be right in the head, but they're well-armed. And dangerous." With a shrug Fahrad rolled up the map and reconnaissance notes before handing them over to me.  I could tell nothing from his expression how he felt though his tone as he discussed Nalice was both dismissive and mocking.

Wrathion once more took control of the conversation. "Your primary mission is to destroy her, but if you can bring me back a vial of her blood, I'll be able to use it to augment the power of the daggers I've given you.  Your accomplice Zazzo has already been dispatched to the scene and awaits you there. He'll have more details." Oh lovely my gnomish babysitter was going to be there to hyperventilate in my ear again. Just what I needed. At least this time I was going somewhere I was familiar.

"I hope to see you back from this mission alive." Wrathion's tone seemed almost a dare. "But if I do not, I want to say I have enjoyed seeing you work. You're a credit to your race." With a wave he dismissed me. "Good luck." I glanced at Fahrad's face but it remained an impassive mask as he observed his prince once more consumed with the gems I had delivered.

The journey to Karazhan was uneventful. I good nights rest in Darkshire's inn before the final leg resulted in me arriving well rested. Zazzo was his spastic best when I arrived and while I was fresh and rested, he was looking a little frazzled.

"Madness. Insanity!" Zazzo jumped up and down with agitation. "I don't know what Nalice is doing down there, but the entire basement radiates with diabolical arcane energy. She's got an entire cult worshiping her as a goddess."  Wring his hands the gnome mage gestured to the greatly altered Karazhan landscape. The ghosts of the past that had previously haunted Karazhan had been exorcised and now its streets were filled with Dragonkin and cultists. However as Fahrad had insinuated they were not very bright.  Patrols only graced the center streets and buildings. Like a fly buzzing my ear Zazzo's voice penetrated my mussing once more. "If we're going to take her out, we have to do it soon. I hope your ready for this."

I simply nodded before slipping into the shadow. Nalice's henchmen were nothing compared to Creed's Worgen. They were preoccupied with the some strange devices which seemed to be collecting the stray arcane energy that surrounded Karazhan. Even better I KNEW this place, had walked its shattered pathways many times before. It was a breeze to slip along the outskirts of the village and around to the cellar's entrance.  The only true start I had was when one of Karazhan's former residents decided to make an appearance, however she seemed to feel that I was not worth her notice, merely drifting on after staring at me for a few moments.

Nalice herself was holed up in the deepest part of what had once been the Master's Cellar, the extended storage catacombs beneath the keep.  The particular area she was using actually contained a a well I knew the Violet Eye had noted for its arcane energy. So consumed was she with her arcane studies she didn't even notice me until I garroted her human throat.

"An Assassin! Did the little whelpling send you after me? Come rogue. Let's dance."  Eyes blazing Nalice went after me with everything she had, and as a dragon her her skills were immense. "I've got some secretes of my own, rogue." She taunted as she suddenly became invulnerable to my attacks putting a shield around herself and throwing arcane landmines across the floor. However it was simple to see that these generated not from herself but from devices she had manufactured, not unlike the ones her cultists had been working on. Quickly disenageing them made her vulnerable once more. "I...I need more time!"

Nalice's eyes darted around the room seeking assistance but her lackeys were far away, she like many others of her kind preferred to plan alone and it would be her undoing.  Wounds riddled both of our bodies but it was clear that Nalice was in worse condition than I.  "This isn't how it ends. Not for me. I'm a survivor." I almost felt pity for her. She was right. She had been survivor. She was running from her own flight, from the rest of the dragons, but what kind of life would she have had? Hiding out in the cellars of Karazhan? Pretending to be a goddess? Madness was only a breath away, ending her life was a mercy. With a final thrust my dagger hit home.  With a shutter I felt Nalice's life begin to slip away. With a shimmer she lost control over her human form, I leapt back not to be crushed by her draconic weight. "You cling to a shattered world..." she groaned "Your time comes....Soon enough..."

It took me a moment to locate a vial to gather some of the pooling blood.  It seemed that no sooner was it in my possession and corked than I felt Zazzo's presence once more."Nalice. Dead?" I gave a tired affirmative then felt the pull of a arcane teleport.

"You did it? She's dead? Unbelievable! You're some kind of miracle worker!" Zazzo seemed to leap around me as I collapsed on the ground before him. His superfluous praise making me a tad uncomfortable. I was just doing my job. "Here, give me that blood. I can perserve its energies in an arcane matrix for your trip back." Gingerly handing him the vial of blood, the mute testament to my accomplishment I watched with bemusement as he waved his hands around muttering over it.

Once he finishes he hands it back to me as if the vial contains something toxic. "Done! You'll want to get this back to Wrathion as soon as possible, along with those two daggers of yours." Wiping his hands together he continued. "I don't know what he plans to do with this stuff." Zazzo adds with a shrug.  "Between you and me, sometimes that little dragon kid creeps me out. Good Luck!" His duty to me completed Zazzo gave a relieved sigh then ported himself out of there.

By this time I had recovered enough to drag my own sorry carcass up and make my way back to Ravenholdt. Fahrad and Wrathion still circle their table, contemplating their next target, however at my entrance they both look up.

"Ah, you've returned! I no longer sense Nalice's presence. Is she dead? Or has she somehow eluded us both?" Wrathion watched me with glittering eyes as I pulled out the vial of blood and listens intently as I give them both a brief discribtion of what transpired in Karazhan's cellar. "Incredible! Few assassins would be clever enough to infiltrate Nalice's wards and use her own magic against her." Wrathion crowed his face wreathed in smiles.

"She allowed herself to be defeated." Fahrad interrupted bitterly. "The others will not be so weak."

"Perhaps." Wrathion conceded. "For that reason, we will need to gather more supplies....But first." Wrathion motions for me to hand him the vial of blood and my daggers, his face is a mask of equal parts reverence and revulsion.  Part of the blood he pours into a rune covered bowl that Fahrad hands him into which he drops the gems I collected one-by-one, muttering an incantation. The bowl fares with smoke and light. Then Wrathion reaches in removing the gems which he then places at equal intervals along the daggers.  Without warning he takes the remaining blood and pours it over the blades of the daggers, and the steel seems to writhe and twist as though a living thing. When the smoke clears, the shape of the daggers has changed and now they literally wink at me.

What have I gotten myself into.

To be continued....

Tuesday, March 27, 2012

Divided Loyalties Part 2

Unreasonable anxiety griped me once again, closing my throat with panic. Grimly I clamped it down, doggedly pushing on. Unconsciously my hand crept up towards my shoulder pouch. When I realized I jerked it back to my side. Time was running out and I needed help fast.

At the end of the small court yard in the central of Old Town sat a stack of crates and two large barrels. I gave the area a quick survey before slipping behind them. Deep in the shadows I could just make out a large grate. With a tug it came up on invisible hinges exposing well worn steps.  Balancing the grate on my shoulder I gave one last scan before descending into the fabled tunnels of Stormwind.  Officially they were created to allow workers to clean and maintain the city's canals and sewer systems. Unofficially they were the underground highway of smuggled goods, information and home to many of the few true native residents in this port city full of immigrants.


Light filtered down through the quartz bricks hidden along the canals, within the planter boxes, and bridges casting murky shadows along the generous walkway of the tunnels. My nostrils are filled with the damp and musty smell of algae and salt rather than sewage and rot.  I give my eyes a moment to adjust to the gloom before heading off once more. Mentally I counted passage and doorways before coming to a stop before a unassuming, yet battered portal. Positioning myself in a beam I tapped a rhythmic pattern on the door, then waited.

I hear rather than see a spy slot open, shortly followed by the sound of a voice cursing, then a bolt sliding away. A hand shoots out, warm fingers grip my icy wrist and I am momentarily thrown off balance as I find myself pulled into the shadowed room. The reenforced door closing with a clang almost on my heels.


"What are you doing here?" Kaitou questioned almost savagely, rapidly taking in my rather altered appearance. "You look like something your cat drag in. How did you find me?" As he peppered me with questions Kaitou pushed me towards a seat and began opening up lanterns about the room. I took the opportunity to inspect his haven. Compact, the room was dry, and scrupulously clean. Packed crates were stacked along the back wall forming stepping cubies leading to a sleeping loft. Each crate was neatly divided by item, cloth, flasks, bundles of leather precariously rolled were stuffed in the bottomed rows, while bags of what appeared to be gem stones and jewel crafting supplies filled those closer to face level. In the middle of the room was a table with two chairs. On the walls hung weapons of various types, daggers, axes, maces and swords, all in excellent repair. To the left was a large square trunk covered with folded stacks of clothing. Beyond that another door which appeared to lead to a small water closet.

Kaitou himself was as usual impeccably dressed. He seemed to have a flare for the dramatic. Oh not that he would stand out if he didn't want to, but rather that he was a firm believer in form AND function. Hence yes, a ruby ear ring to go with his red tipped uniform and each piece pressed, polished, and coordinating to perfection. His hair pulled back with a nonchalance that took time to create and others would never be able to do with quite as much panache. I couldn't help but grin. Kaitou just always made me smile. I on the other hand as he so eloquently stated looked like something my tabby cat had gifted me with.  An eye patch covered a new head wound from my most recent trip to Northrend, my skin was unnaturally pale and the usual injures acquired during prolonged campaigning were not healing as quickly as they had in the past. I didn't think it was just age anymore. That was why I was here to see Kaitou.

"As to how I found you blame Sharky. I pulled rank and favors so he ratted you out."  At Kaitou's thunderous expression I could feel my grin grow. Sharky, a young, up and coming officer had started out as a street rat just like Kaitou, in fact the two were very good friends from those days and it was due to Sharky that Kaitou had come to my attention in the first place. But Sharky had found his calling within the church becoming a priest and gaining new loyalties where Kaitou still walked the solo of code of the streets.  "Kai, Sharky thought you might be my only hope for an answer."

I could see the quickly suppressed surprise. "I need you to look at some gems for me." I pressed on seeing the disbelief.


"Why do you want me to check out gems when you are partnered to a perfectly good jewel smith?" Kaitou questioned motioning me to take a seat at the table disbelief evident in his tone.
 
"I had Therigwin look at them, and give me his opinion. However this is about more than your skill as a crafter Kai." I  observed the younger man through narrowed eyes yet again. I was trusting my instincts in this. I so needed an unbiased opinion, hopefully Kaitou would be able to give it to me.  Reaching into my shoulder pouch I removed a small leather purse, pulled the draw string and pored its contents out onto the table's surface.


"They look like Shadow Crystals." Kaitou commented pulling his Jeweler's Ruby Monocle out and affixing it to his eye before picking up one of the gems for closer inspection. I couldn't help but smile at the fact that even the tools of his trade coordinated with his outfit.

"Yes, they do, but watch this." Getting up I moved about the room once more shielding all the lights. The gems on the table now glittered like stars reflecting on the ocean's surface. I heard Kaitou's hissed breath. Together we relit the room in silence. "So what do you think?" I finally asked.

Kaitou spoke tentatively in response. "Gems and Metals are very different things. Metals are easily altered, mixing in other elements or metals to strengthen it. Gems in general are natural formations, it is how you cut and shape them that you make use of their best qualities. The only thing I have seen that reacted like that in the dark was Saronite, but that was green not purple and a metal." Shrugging he continued. "Why ask me and where did you find them?"

I felt myself shiver at his words, Sharky had been correct with his encouragement in sending me to Kaitou. "Bear with me while I try to explain this ok? You know I'm a scribe right? Well, most scribes are nothing more than really good copiest. A lot of them are artists that can't even read. I on the other hand can read in a number of languages and have a photographic memory which means that once I have read something I never forget it. Alright, now in addition to this I have always been considered somewhat...sensitive? I guess that is the term, to certain types of mind games. Back even before we were working in Karazan there was a shadow priest by the name of Orodrith, a mentor of Sharky, he use to love to play games with me by looking through my eyes whenever I was out scouting. I got to being really hyper aware when people were doing things like that. Then we got to Northrend and encountered the Faceless ones and Yogg-Saron."

I took a deep breath, before continuing. "I noticed something while we were campaigning in Northrend, the more our metal wearers began using the Saronite in their armor and weapons the more reckless and aggressive their behavior became.  At the time we all just thought it was due to the prolonged campaign. I mean we had been in Outland, thought we were coming home only to have to ship out again to go to Northrend. Then I discovered something while transcribing something for the Death Knights and Paladins of the Ashen Verdict. They believed that Saronite was actually created from the pressurized blood of Yogg-Saron."

"Ok, what does this have to do with these gems?" Absently Kaitou was playing with the jewels, running them along his knuckles making them dance, or dropping them through his fingers, seemingly mesmerized by the twinkling darkness of their depths.

"I got each of these in Northrend off of high ranking servants of Deathwing." I saw Kaitou start at the information, his gaze jerking off the gems to my face once more. "They were in caches of no more than seven, usually three to five." Once more I took a deep breath before continuing. "Now I have a question for you. How do they make YOU feel?" I sat back and waited for the answer. I had been watching him as he had absently fondled the gems, but my words had stilled his hands.

"What do you mean?" Kaitou stared at me.

"As you hold them, touch them...What are you thinking, feeling. Do they affect you at all?" I watched him. Praying that he felt it too. That I wasn't going crazy. That it wasn't just to much campaigning and not enough sleep.

"Power." The word seemed dragged out from him. "Your right there is a sense of power about them. I didn't even notice until you asked, it is like a caress on the brain, the stroke of a lover. Sucking you in." His hands jerked away from the gems. "How many of them are there?"

"Three Hundred and Thirty Three." I signed. "That is how many I was contracted to get and the more I collected the more unstable I feel. When I spoke to my spouse about it, he didn't feel it, but then he is also a Blacksmith and worked with so much Saronite while we were in Northrend he wasn't sure what I was asking. He is also a Paladin and the Light is so strong in him that may have something to do with it to." I shrugged " I thought I was going crazy when I talked to Sharky, so he suggested I talk to you. He thought maybe you would be able to give me an unbiased opinion since your tour in Northrend was significantly shorter and he felt you and I were more...alike?" Again I couldn't help but show my own confusion.

"What are they doing to you?" Kaitou asked concern flavoring his words.

"They seem to augment whatever I am feeling." I replied. "If I am anxious it is magnified, confident, I become almost arrogantly so. The only thing that helps is that I'm aware but I feel I am over compensating. My question for you is this, my contract wants these gems supposedly for weapons for me: If I am reacting so negatively to them now, what I am I going to do in the future? Apparently I HAVE to have these weapons to complete my contract." Even I could hear the anxiety in my voice.

Kaitou considered the question, his eyes on the gems glittering across the table top. One arm now pined across his chest, his other hand thoughtfully stroking his bearded chin. "I mentioned that gems are generally natural formations, well Alchemists can also create them, though they use other gems to do it. What you may be dealing with here are Shadow Crystals that came directly from rich Saronite deposits and were then refined either with magic or alchemy. If your contract is who I suspect, one of the immortals they should be able to counter or at least know how to counter anything that is in these gems." Shrugging Kaitou gingerly tucked all the gems back into the leather purse, tying it closed before tossing it into my lap.  "My advice is to get those to your contact as quickly as possible." His expression grim.

"That is my next stop." I stuffed the purse back into my shoulder pouch. "I kept the rest of the gems in the bank to try and reduce the impact. Kai?" I stared at the younger man feeling the rising tension with the return of the gems to my person. "I need you to be my back up in this. You don't have the personal involvement that most of the others in this company have, that is why I came to you. If I become a problem, you need to take me out. Understood?"  The shock was evident. How many others contract their own assassination? It would almost be funny if I wasn't so terrified. I watched Kaitou take it in, then grim faced nod. Where ever this lead, I knew that those I loved would ultimately be safe, even if the danger ended up being me.

To be continued...

Thursday, January 6, 2011

Fishing for Rogues

I do A LOT of fishing. Not because I find it relaxing or am an avid angler. Rather it is because, as I have stated over and over again, I am cheap and fishing generally provides me with buff food for little more than time. (Beyond that I hear the Omega 3's are great for you.) When I was a skinner, my diet tended more towards the red meats (Ravager Dog or Warp Burger anyone?)  Even after that I wouldn't turn my nose up at a good Mega Mammoth Meal, but I hated leaving behind the evidence of my presence. Fishing doesn't do that.

The irony of this expansion is that very few of our best foods do not come from water sources. Even those you have to hunt down (Baked Turtle, Seasoned Crab, Salted Eye from sea eels and Crocolisk Au Gratin) live in or near the water. Yeah, you could have a Basilisk Liverdog or the Grilled Dragon, but sadly the Dragons mostly give you scales when you skin them and really who wants to eat LIVER? You can make it look like a hot dog all you want but it is STILL liver.

Now beyond all the foods already named there are others we can specifically fish up. The fresh water Boiled Mountain Trout from Mt Hyjal's streams and lakes. Lavascale Fillet and Lavascale Minestrone both come from fishing the lava pools in Deepholm. Skewered Eel is made using Fathom Eels which can be found along the coast of Uldum or Tol Barad making it one of the more plentiful sources out there for us.

There is one difficulty with all these, they do require you to also know how to COOK. However if you have never managed to learn this basic skill you may still be in luck. Many guilds are pursuing their guild achievements Set the Oven to "Cataclysmic" and Time to Open a Restaurant. So you might be able to persuade another guild member to cook them all up for you, since unlike the Wrath recipes they don't require any special spices.  Even better if you state you are working on the That's A Lot of Bait achievement. (Of course this only works if your guild actually CARES about the achievements and the feasts they unlock.) Unlike the Fish Feasts of Wrath these new feasts cater to our most desired stat, like the Fortune Cookies.

For some of you even all of this is not enough persuasion to consider taking up fishing. There have to be additional perks like Non Combat pets or mounts. Well, if you haven't learned by now they already have those in game and have had them for years. There is one overwhelming problem however. The fish all seem to know that when I catch them I plan on eating them. So when it comes to the more "vanity" items you get from fishing, I can't seem to catch any of them to save my life. Now this is only true for Daraia, none of my alts seem to have this curse, but Giant Sewer Rat?, Mr Pinchy? and the very bane of my mount collection the Sea Turtle? They all have played least in site for YEARS while my alts somehow manged to pick them up not even trying. I have some information for you all though, I do know for a fact that you can at least get the Sea Turtle from fishing the high end fishing pools. Tol Barad Eel pools. I love you.

Wednesday, December 22, 2010

A case for Pickpocketing

 For years I have been advocating for rogues to pick pocket as a way to level their lock picking with out having to wander all over Azeroth looking for boxes, however with the recent changes to lock picking effort is no longer required. So why bother taking the time to riffle through those humanoid pockets? It is only a few silver after all right? Wrong. If you are not one of the sticky fingered set who can't seem to stop the compulsion to see what that mob or boss just may be hiding you may be missing out on some really nice goodies added this expansion.

Flame-Scarred Junkbox is our newest pick pocked locked box, it is what you can sometimes find in these boxes that may be of the most interest to us. I will try to cover the vast majority of them but Blizzard has granted us an unexpected treasure trove you shouldn't miss.

Three epic weapons, all of which are good for us. They have about a 1% drop rate, so it isn't going to be every day you will find one, but they are all BoE. The Spinerender is a throwing weapon, The Twilight Blade is a nice slow dagger, and the Krol Decapitatior is the upgraded version of the Knol Cleaver we saw back in Wrath.

As before you will occasionally find trade supplies such as uncut rare quality gems. You will also find some Inscription supplies which otherwise can only be obtained via limited supply off select vendors. Deathwing Scale Fragments, Bleached Jawbones, Silver Charm Bracelets, and Perserved Ogre Eyes are all used by Scribes to create blue level items at the higher end of Inscription and will fetch you a nice price on the Auction house. These aren't the best trade items however. Located ONLY through pick pocketing are the Polished Bronze Rivets. ANYONE wishing to have a Tailor craft him a High Society Top Hat is going to need 8 of these babies. While the location of the actually recipe is still unknown start stock piling these if you get them because they will be worth their weight in gold shortly.

I can hear you now, well ok Dar, I can see the money making opportunities your presenting but those are still few and far between. What about all the other pockets I have to go through trying to GET those? Fear not. Today's high level rogues will find more than just empty wallets. There will always be the prerequisite few silver but they have also added another item which is just for us. Rogue's Draught is a BoP Health pot. This means not having to fork out cash to your local Alchemist for Mythical Healing Potions. Now we have always had the chance of getting healing pots from pick pocketing. These however are the only ones that have been designed specifically for us and with the recent changes in Cata where mobs are no longer dropping them VERY useful to have.

There is one other thing to consider in regards to pickpocketing. At present gear levels Crowd Control has returned and a great many rogues are out of practice in placing saps. Some have never done it before period. Pickpocketing is a great way to practice outside of a raid or instance situation. Personally I found my saps to be one of the more consistent forms of CC in my guild runs as while glyphed they can last almost 3 minutes usually allowing us time to kill a full pull before getting to the sapped one. Practice placing saps without all the advantages of Subtlety spec. Those who farm places like Grim Batol or the Fractured Front in Deepholm specifically for boxes will highly advocate for using Subtlety, and it does make box farming easier, but all specs should know how to sap with out relying on Subtlety's extra advantages.

There are lots of macros out there you can use to assist you in pick pocketing, for those who are concerned about mobs noticing you with your hand in their pockets there is the following:

/cast Sap
/cast Pick Pocket
/cast Ambush

A popular one I have seen credited to Lilyn  for those who just want to farm but not kill anything is:

#showtooltip Pick Pocket
/console targetNearestDistance 5
/targetenemy [noharm][dead]
/cast Pick Pocket
/cleartarget

So is it really worth losing a minor slot just to pick up the Pick Pocket glyph? That is a totally personal choice but I try to have a least one spec with it. Then again I have always had sticky fingers and the ability to pick a pocket from the same distance I can place a sap appeals to me.

Tuesday, June 1, 2010

25 Best Rogue Moves

Recently Ghostcrawler was asked about what changes were in store for rogues and he made a interesting remark. They are looking at getting rid of some of our "boring" abilities like the hated Hunger for Blood and expanding what abilities rogues will get as "standard". This way we will no longer have to spread our talent points across several trees as we have in the past. So I got to thinking about what abilities I consider "fun" or at least, the best in our arsenal. Originally this was only a list of  Ten but Ardol over at WoW Philosophized challenged us to come up with 25 of our favorite things. This meant I could include not only all our "fun" moves but also those that are what make Rogues awesome. They are not in any particular order.

1. Stealth. When you are first starting the ability to stealth gives you a sense of freedom. I thought it meant I could go anywhere, do anything I wanted, without fear of being destroyed. I soon discovered that this ability was only as good as your level so no a level 12 could not stealth through Burning Steps. At least not without causing a lvl 60 Forsaken Warlock to fall off his mount in laughter. (My feelings towards warlocks may have started there.) It is our ability to stealth that makes others fear and hate us, they can not control their envy. Even Druids who CAN stealth are not able to utilize it as well as we do, missing out on fantastic opportunities. When you first roll a rogue be sure to get yourself that 10 copper and learn this ability, it is available at level 1.

2. Vanish. Sure it is buggy but after all this time the vast majority of us are so use to it I am not sure we would know WHAT to do if it didn't fail from time to time. This is our get out of crap card.  Rogues LOVE to live on the cutting edge of danger but we also know we are squishy so sometimes disappearing to return another day is the best option.

3. Shadow Step. When this ability was first introduced I thought it was the stupidest thing imaginable. Basically the lazy rogue's method of getting into position behind their target. As time went on and they continued to work out the bugs I came to value it as a time saver and instant way to catch my fleeing target.

4. Cloak of Shadows.When this was first introduced it was a Subtlety only move. Then suddenly they took it away after teasing us with it for only a few short weeks. They were forgiven however when they then granted this ability to ALL rogues at level 66. My warlock friends HATE this move as it removes all of their hard work. Since then us clever rogues have found ways to use it to mitigate damage and increase our dps time on raid bosses. If I ever had to change my blog name, this would be what I would call it next.

5. Killing Spree. I still remember the first time I used this move...There is such an element of danger because you have no control over which targets you are going to go after. At times it will result in throwing you into places you certainly did not plan to go but OH the amount of damage you do along the way.

6. Shadow Dance. This is another talent based ability that has undergone some MAJOR reworking. When it was first introduced this baby was SO over powered but at the same time rather difficult to get a handle on. Even today it is still something that takes skill to manage but when you do it is a power house ability in Arena as you can use it both to control other players and do mass amounts of damage.

7. Evasion. We have all had it happen at some point in our careers, the tank goes down and guess who is next on the aggro meter? This move has lead to more downed bosses rather than wipes at 1-2% than any other. There are even some rogues who have created entire "evasion" sets so that THEY can tank. In pvp it can allow you to avoid damage while continuing to stab away. What is not to love about that?

8. Feign. Ok, at lower levels this is still a waste ability, but get to rank 8 and it adds a whole other dimension. 1-7 only manage to "reduce our threat" by minisucal amounts for more energy than I am willing to spend. Rank 8 adds the ability to "reduce the damage you take from AoE attacks by 50%". Know when to use this and you can continue to dps when others have to run away or lower the amount of damage you are taking when raid wide AoE is happening. This is an ability that has gone from never seeing the light of day on my action bar to being a standard.

9. Pick Pocket. It boggles my mind the number of Rogues who DON'T use this ability. It is like double loot from every humanoid mob. Why waste time wandering around looking for locked boxes to level lock picking when you can get them for free while questing? Even better those boxes often contain poisons. I don't even BOTHER going to a poison vendor because locked boxes keep me MORE than adequately supplied. They even have the chance of giving you gems and Epics.

10. Sap. This is a great ability that has fallen out of favor during Wrath with our "burn through everything quickly" mentality. Once a rogue's ability to sap was considered an asset. It sounds like Blizzard is trying to bring crowd control BACK in Cataclysm so it doesn't hurt to refresh you knowledge. While leveling this standard rogue ability can allow you to complete quests much quicker or even get to ore and herbs before that pesky druid because you can pick while they have to kill nearby mobs first. Sap was also improved to not only work on humanoids but also beasts, demons and dragonkin at higher levels.

11. Sprint. Our classic "Get out of Dodge FAST" move. You can even glyph it to allow you to walk on water, go even faster or spend talent points to so that you can also get out of movement impairing effects like traps and ice.

12. Kick. This is another ability that I am constantly surprised by the number of rogues who are NOT versed in it. It allows us to interrupt casters and even prevents them from using spells from that same school for 5 seconds. In Pvp it is great on healers and casters but in PvE a well timed kick can be vital to downing a boss. Learning when to pool your energy and time your cool downs so you can place those kicks precisely is a sign of a GOOD Rogue.

13. Pick Lock. I am constantly hearing rogues complain about how DIFFICULT this ability is to level. I never had that issue, but then I am a Pick Pocket fiend and when leveling will keep 5 boxes in reserve to max out at each level. Once upon a time dungeons use to contain locked chests that only we rogues (with the skill level) could open and retrieve the goodies. Since then Blizzard has removed them because for some reason they didn't appreciate the number of us who liked to do stealth box runs and walk away with all those aforementioned goodies. At lower levels Lock Picking can allow you to get into places other classes must have a key for like BRD, Scholomance and Strat UD. It can also generate a small amount of cash as others who have gotten a hold of locked boxes seek ways to get into their treasures. I love this ability and I hope it gets a resurgence in popularity in Cataclysm. There is also a pair of gloves that leather workers can craft which increases our lock picking ability called Dark Leather Gloves. The only problem is that this is a dropped recipe so finding a pair may be difficult.


14. Detect Traps. Hunters in Pvp HATE this ability, and for a long time it really served no purpose outside of pvp. Then came Icecrown Citadel and FINALLY at long last the ability to see traps is not only useful but something to ensure a rogue gets invited to a raid. Keep some flares on you and you can mark those for other players speeding up your raid time.

15. Disarm Traps. Unless you were raiding Black Wing Lair or battle ground pvping this ability was another that languished in the underutilized until recently. With Icecrown Citadel rogues can now remove the danger of someone setting off a trap when you don't want to deal with it. Once upon a time I thought this ability was tied to Picking locks because back in Vanilla while I had no difficulty with it another rogue I ran with who NEVER leveled their lock picking was always failing when attempting to disarm traps. However I have never found any official evidence to support this. It may just be talent. Some rogues seem to get this ability where others struggle, a little practice and your raid leaders will love you.

15. Dismantle. This is a newer ability that when I first heard of it made me giddy because in my mind's eye I envisioned naked plate wearers. It doesn't QUITE work that way, instead we can remove both weapons AND shields from players and some bosses. This can be very helpful, especially if you run with a pally tank who has no disarm ability. It is of course great in pvp against those annoying plate wearers.

16. Kidney Shot. Every other class HATES this ability which is why we love it SOOO much. Part of the classic "stun lock" rotation, team it up with Cheap Shot and Gouge and many can't get a single thing off before they are dead at your feet.

17. Distract. Most rogues use this as an annoyance ability more than anything else. From time to time it will get used to keep Mobs or bosses from wandering off while you wait for the rest of your group members to arrive. However in Pvp especially it can be VERY helpful in that it forces the other person's character to turn in the direction you "distracted" them. With a little practice you can get very good at redirecting other players and even PvE mobs. Another nice thing about distract is that IT DOESN'T REQUIRE STEALTH, nor does it break it. This means so long as your target is not engaged in combat you can use it to redirect its attention. I have found this very helpful in delaying patrols while fighting since it effects all mobs in the area of influence.

18. Blind. This standard rogue ability is so awesome it even had a movie named after it. Once this was a "poison" ability that require a regent called "blinding powder", allowing it to be dispelled. This venerability has been removed and it is now a physical ability inviting us to use whatever materials are on hand from sand, dirt to snow. Suddenly this went from a seldom used to a standard in Pvp. Even in PvE it can be helpful if you find yourself overwhelmed and need either a way for a quick escape or to heal up before finishing your target off.

19. Safe Fall. Since this ability is passive the majority of rogues don't even THINK about how advantage it is. Basically it reduces the amount of damage you take from any fall over 17 yards by 30%. Add the minor glyph and you can increase the distance by another 10 yards. In fights like Malagos you will be one of the few NOT taking damage from the fall, in Pvp it can be hysterical when you jump off the Lumber Mill or a Tower and some poor sap follows you only to splatter on the rocks below or loses so much health you can easily kill them off.

20. Ambush. This single move does SO much damage it is unbelievable. 275% of your main hand weapon damage PLUS an additional set amount based on level. Now at the moment this is limited to daggers but soon it will include ANY main hand weapon. It is not unusual to be able to drop a target to 30% health in Pve situations, however resilience greatly reduces its effectiveness. All it requires is stealth and to be positioned behind your target to deploy it.

21. Envenom. I have a love hate relationship with this finishing move. When it was first introduced wading through all the math to figure out exactly how much damage this actually did was annoying. However as an Assassination rogue it is GOLDEN. The fact that it IGNORES armor makes it wonderful where combat has to stack armor penetration to get the same benefits from Eviscerate. They had a glyph once on the ptr but decided to remove it feeling it was to powerful, especially when combined with weapon swapping, instead they placed the effect as part of talents.

22. Garrote. This is another classic opener that Assassination rogues especially should make use of to start their bleed effects. In Pvp when going against a Pally or Druid those three seconds of silence can mean the difference between victory and defeat. Even better it has NO weapon requirement so it doesn't matter what weapons you are using, just that you start out behind them and in stealth.

23. Gouge. At lower levels this move is fantastic as your "oh crap" move before you have access to vanish and our major stunning moves. High levels can at times use it as a spell interrupt when you don't have kick available. The fact that this also scales with Attack power can at higher gear levels lead to an INCREDIBLE amount of damage as well. Just make sure you have some sort of main hand weapon.

24. Fan of Knives. While this ability has been in the World of Warcraft cannon since Warcraft 3 it is only within the last expansion that rogues managed to get their grubby little hands on it. It has undergone several animation reworkings since then from arching blades, to horizontal spiral as well as to the daggers themselves, the amount of damage this move does has also been adjusted several times. (For some reason Mages and Boomkins didn't care for rogues doing more AoE damage than them.) I may still call it "the sprinkler" but at some point I want to get a shirt that says "FoKing Rogue".

25. Dual Wielding. No other class gets to start out with a weapon in both hands. Now this wasn't always the case, many of us remember leveling with just our one little starter dagger, anxiously awaiting the time we could have two. No longer. While fury warriors and enhancement shamans can learn the ability, to us it is now innate. Put some talents in it and the amount of damage you do with your off hand weapon increases by up to 50%.

Wednesday, May 19, 2010

Dangers of Killing Spree

Soooo....last night we went into ICC and I discovered something, Killing Spree ANYWHERE on the gang blanks leading to the upper halls is a BAD idea.

This is what it looks like from the top
and this is what it looks like after you have been flung off the edge and land at the bottom
might I just add, it is a LONG fall.

On a brighter note I FINALLY got an upgraded dagger for my Assassination set. Heartpierce. I also managed to pick up Band of the Bone Colossus. It was very nice to actually get some upgrades for what is suppose to be my MAIN spec that I haven't been able to use it much because my Combat set is so much better.

Tuesday, May 18, 2010

Tricks of the Trade: Macros


What is a Macro?

A macro in its most basic definition is "A set of instructions that abbreviates the need to preform each task separately". For World of Warcraft specifically the term stands for a set of slash commands that are preformed together when you click one button. Blizzard allows us to have a total of 36 of these "macros" which can be available to ALL of your characters, on ALL the servers you play, on each account. In addition to that each specific character may have an additional 18 macros giving a grand total of 54 macro slots PER character.

Some players are afraid to use macros because they consider it "cheating". While there ARE macros that Blizzard considers "illegal", they themselves provide a wide variety to enhance the game. The thing is to be able to identify what is an "illegal" macro verses a "legal" one. The biggest hint that a macro may be "illegal" is that it preforms an action outside of those provided by the standard game client. If you are unsure check sites such as wowmacro.com, your specific class forums or Elitist Jerks.

What you will most likely discover is the vast majority of macros you find for rogues today are geared toward the Pvp player, specifically the ARENA pvp player. Why? Because in pvp time is EVERYTHING. Being able to be the FIRST to get a shot off and then getting the most effective use of ALL your abilities will mean the difference between a win and becoming a smear on the floor. That doesn't mean that the PvE player should ignore these valuable tools.

I personally don't use a great many macros, but the ones I DO use I find extremely valuable and provide either convenience or allow for more dps. The nice thing about macros is that you can key bind them to further increase their usability. The one BAD part about them is when you execute a macro, for the duration of the sequence you have no control over your character, so you can't STOP it once it starts unless you create ANOTHER macro to disrupt the sequence. As long as your macros are not really LONG this usually is not an issue.

How do you write a macro?

First log into one of your characters. Then you need to open the macro window. This can be accomplished by either opening up the main menu and selecting the heading "Macros" or by simply typing in /m in the chat box. (/m can also be more completely spelled out to /macro or /macros.) Once you have opened the macro window you will notice two tabs. The first will be your general macro tab, this should contain all the macros which you wish to be shared by ALL of the characters contained on that account.

The next tab is for the macros specific to that particular character. You may want to use this tab for class specific macros unless you have several of one type. It really doesn't matter.

Directly below the tap heading are 18 visible boxes. Along the side is a slider bar which allows you access to all 36 of the macro boxes in the General Tab. As mentioned before you will notice that the character specific tab will only have 18 boxes available.

Directly below this section you will see a red ? in a box or the first macro in your inventory selected. Next to that box is a button which says "change name/icon". If at any time you wish to select a new picture to represent the selected macro, or re title it, you need only to push that button. If you can't decide on an icon you can simply leave the question mark and an icon will be selected for you based upon the spells used in that specific macro.

Beneath this is a text box labeled "Enter Macro Commands", pretty self explanatory. All macros are limited to 255 characters, these characters also include the NAME of the macro. The reason for the limit is that every macro written is stored on the servers rather than your individual pc. This means you will have access to these macros no matter WHAT machine you are playing on.

At the very bottom are three buttons, Delete (which allows you to remove a macro from your inventory), New (which allows you to create macros), and Exit (which allows you to leave the macro window).

Go directly to the bottom of the macro window and push the New Button. A side window will pop up with a line called "Enter Macro Name". Your macro title can be no longer than 16 characters. Directly below that is a box containing 20 icons. There is a slider bar along the side which allows you to scroll through all 1101 icons available for use. Clicking on one of the arrows will move the selection by 10 icons. Simply click on the picture you wish to use to represent that specific macro or leave it blank. Once you have completed this section click on the "Okay" button.

You will notice the new icon immediately appears in one of the boxes mentioned earlier. Over the picture will be displayed either the first word in your macro title or as much of the tile as can fit. It is never a good idea to name two macros the same thing so be creative. Use words, abbreviations or whatever will assist you in remembering what this specific macro does. Macros are listed in alphabetical order for ease of organization.

Now click in the "Enter Macro Commands" box and you can begin to start typing. Once you have completed your macro test it out to make sure it is working as you intended. A simple thing like a miss spelling, missing space or punctuation mark can make all the difference. Every time there is a new patch you will also want to double check your macros to make sure they are still working as intended as changes to spells, commands, etc can also effect their functionality.

Using Macros.

Once you have created your macro and have it working as you wish drag the icon into an action bar. From there you can proceed to key bind or just click on the macro icon whenever you wish to use it. Macros can be created for casting spells, using specific items, targeting, or preforming multiple actions. Just figure out what would be most helpful for you. The other thing of note is that every time there is a patch double check your macros to determine if they are still working as intended.

I mentioned before that I don't really use a lot of macros but here are a few of my "Must Haves".

TotT before Killing Spree
#showtooltip Killing Spree
/target [target=target, help] targettarget; focus
/cast [help] Tricks of the Trade; [harm] Killing Spree

Pick Pocket before opener
/cast Pick Pocket
/Stopcasting
/cast Garrote


Refreshing Poison on weapons
#showtooltip [modifier:shift]  Instant Poison IX; Crippling Poison
/use [modifier:shift] Deadly Poison IX;
/use [button:2] 17; 16


Feel free to share any you may have that you can't imagining living without.

Saturday, March 20, 2010

Tricks of the Trade: Potions, Flasks and Elixirs

You won't play the game long before you encounter your first healing potion. This is your introduction to the wonderful world of potions, flasks and elixirs. So what are they? What are they for? Most importantly how can you most effectively make use of these wonderful treasures?


Potions:

Potions are consumables that offer a short term boost or repair to an individual player. The most commonly seen are those dealing with replacing mana or healing instantly. There are several ways for individuals to obtain these little gems, as drops off of things you kill, purchasing them from vendors or most regularly and with the greatest variety, from someone who has learned the trade Alchemy. Alchemists take materials (most generally herbs) and craft specific potions based upon the recipes they know. An alchemist of the potion specialization will be able to create two to five times as many potions from the same amount of materials.

Now once upon a time players would time when to use these potions based on the cool down. This is no longer the case. Now a days as long as you are in combat the cool down will not reset once you use the potion. You will need to wait until combat completes before you will be able to start the cool down and use another. This drastically changed how we used potions and the ones that rogues carried around with them regularly.

So what potions are of interest to a rogue?

Health Potions - These instantly restore your health or life. The first you will encounter is at level 3, the lesser healing potion. From there you will notice an new "upgraded" version will appear about every 10 levels. Since rogues have no way of healing themselves during combat (unless they happen to be an herbalist) healing potions are something you need to have on hand "just in case". As a dps class you are going to be lower on the priority list for heals so having something that can keep you alive until such a time as a healer can spare you some attention will allow you to keep doing your job that much longer.

Resistance potions - These increase your resistance to specific types of spells for a short duration (usually no longer than a couple of minutes at most). Once upon a time these guys were something we carried around for those specific fights in which we knew that a boss would throw a very specific type of spell at a set time. Now, since they share a cool down with healing potions their use is rare especially since they most commonly have to be crafted by alchemists to obtain.

Buff potions - These instantly increase a specific stat for a short duration (usually no longer than a couple of minutes maximum) or until the buff is used up. For rogues the types of potions of this nature we would be interested in are those dealing with haste. Again, once upon a time these would be the type of thing you would carry around for those "just in case" pushes since it shares a cool down with healing. Now a days having a couple around is handy if you are running an Assassination spec.

There is one other thing we should mention here, Thistle Tea. This is a beverage that ONLY rogues can get the recipe for and use. It comes from a quest at level 20 (though you can use the tea at level 5). If you happen to destroy or sell the recipe you can get another from the vendor in the basement of Ravenholdt Manor. Now before you reach level 60 this beverage will restore your energy by 60, however after that point its effectiveness is decreased so that by the time you reach level 80 it will only restore 20 energy. It also shares a cool down with warlock health stones. Even now this tea can still be useful. Twinks adore it, and raiders sometimes use it for that last little push or quick kick if they miss judge a cool down. The materials are simple but Swiftthistle can at times be rather pricey since it is a secondary herb (meaning that rather than growing independently it comes from either Briarthorn or more rarely Mageroyal.) There are two other items which will do the same thing for us Crimson Steer and Pure Energy but since these are both quest rewards they really don't count.


Flasks and Elixirs:

A flask is a consumable which increases one or more specific stats or resistance for an hour but has the added benefit of persisting through death. The only difficulty is that you can only use one flask at a time and they take the place of elixirs. In addition to this flasks only become available as you near level caps for the various games (meaning levels 60, 70 and 80) . Both they and elixirs are created by Alchemists or more rarely obtained as drops or quest rewards. An alchemist of the elixir specialization will be able to create twice to five times as many for the same amount of materials.

An elixir on the other hand increases a specific stat for an hour but WILL NOT last through death. There are two types of elixirs Guardian and Battle. Guardian elixirs deal with such things as resilience, spell resistances, and health. Battle elixirs on the other hand focus on such things as attack power, armor penetration, expertise, haste, and hit rating.

What is nice about both of  these is they stack with abilities like Savage Combat. Why would you go for an elixir over a flask? Usually the deciding factor is that you are after a SPECIFIC type of buff, for example expertise rather than attack power or multiple buffs such as agility AND health. The other thing is that elixirs are available AS you level (you can get your hands on Elixir of Minor Agility as early as level 2.) A less common influence is that the materials needed for flasks tend to be a tad more expensive than those for elixirs.

So what types of flasks and elixirs are useful for rogues? Generally we go for those that provide attack power and/or agility, occasionally you may need one that provides more health. Haste elixirs have also gained a foothold for a great many rogues of the Assassination discipline. If things go as we anticipate haste may become even MORE important come Cataclysm as they are proposing changing it to where it will increase our energy regeneration rates.

Determining which specific potions, flask or elixirs will be BEST for you to use greatly depends on your level. At this point level 80's are using the Flask of Endless Rage most frequently but at level 70 the Flask of Relentless Assault is the preference. I am certain that come Cataclysm, even though we will only see a five level increase there will be a NEW flask we will all be making use of. I hope this general guide will be helpful for those who are just starting out and attempting to determine just what these items are and how to best utilize them.

Thursday, February 25, 2010

Know Your Rogue Lore: The Hidden Circle


It has been a while since we have looked at any of the rogue organizations so lets look at The Hidden Circle, a group whom really only Dwarf and Gnome rogues will be familiar with. Lead by Hulfdan Blackbeard, a rogue trainer and quest giver they are rather more concerned with lining their own pockets than working with others for the betterment of the Alliance or even their own factions. They make their home in the basement of a house in the Forlorn Cavern which is somewhat stereotypical when you consider what they are.

The Hidden Circle represents a sort of "thieves guild" for rogues within the World of Warcraft.  While SI:7 is more about spying and the Deathstalkers assassinations, the Hidden Circle are the sticky fingered bunch that are not willing to live on just a government paycheck. In fact they feel that King Bronzebeard needs to be a little more sharing in his handling of gem mining profits specifically. Since they acknowledge that the King is a busy individual, they have assumed the responsibility of distributing that wealth along lines more in keeping with their preferences by selectively removing a few pieces here and there.


When rogue players first encounter this group around level 10 they are sent off to retrieve a report from Onin MacHammer near Gnomergon. From there you just play fed ex back to Hulfdan who promptly pays you off then kicks you out. You won't be gone to long though, at level 16 Hulfdan calls you back because "King Stinkbeard" as he calls him, being well aware of the Hidden Circle's agenda, decides he has had enough and does a raid, rounding up some of our "sticky fingered" friends. At this point Hulfdan knows he needs help and you get sent off AGAIN but this time into the hands of SI:7.

Contact with the Hidden Circle other than for getting training pretty much ends at that point until you reach level 50, at that point, if you haven't gotten it already from another rogue trainer they will direct you to Ravenholdt Manor.

For role playing purposes the Hidden Circle is a Dwarf or Gnome rogues dream. A great deal of fun can be had with this specific faction. A friend of mine use them as part of the back story for his gnome rogue. The idea was that she was fascinated by the sneaky sneak aspects of rogues but her parents had run ins with the "thieve" side of the Hidden Circle and as a result declared that ALL rogues were nothing more than thieves. Because of this prejudice she had to practice her skills "on the sly" until she was able to locate a mentor whom her parent's were willing to acknowledge was NOT a thief. Another friend of mine who can not go by a humanoid without attempting to pick pocket from it had his character a part of the organization.  Don't be afraid to use your imagination.

Saturday, January 9, 2010

How to be that DPS EVERYONE wants

How do you get invited to groups and raids or even more importantly NOT get called "that scrub dps" in a group? It is more than just riding the top of the Dps and Damage output meters despite what many believe. It is knowing what skills and abilities you have and how to use them. It is having the ability to survive a fight to DO that dps, the added bonus of making the tanks and healers jobs easier so they want to take you with them wherever they go.

Lets face it, in the world of DPS, Rogues are not the most popular due to our lack of ability to provide "goodies" unless we have specific trades. Our recent rise in popularity among players was due primarily to our dancing at the top of the damage meters again...so I won't be surprised to see us take a nose dive in the aftermath of our most recent encounter with the nerf bat.

Lets take a look at each ability we have, when we get it and how we can use it so that we can become "That Rogue" EVERYONE wants to take with them on a run.

The first "trick" we get our hands on is at level six called Gouge which stuns the target for just a short time while turning off your attack. I personally like to use it when you have some random mob that has broken away from the tank and heads off towards the healer. I don't have to go anywhere, any damage the mob takes will break it but it is usually enough to stop it in its tracks and give the tank enough time to pick it back up with out ME accidentally picking it up in the tank's place. You can also use it as a back up interrupt when your kick is on cool down. The Combat tree also contains Improved Gouge which you can use to increase the duration of this ability if you chose to do so. There is also a Glyph available which reduces the energy cost.

Level eight gives us the all important Evasion. This is an instant ability with a three minute cool down that increases our dodge by 50% and reduces our chance to be hit by ranged attacks by 25%. There is also a talent in the Combat Tree called Endurance at level 20 which can shorten the cool down by 30 or 60 seconds. Rogues often joke about "Evasion tanking" as this is our "oh crap" button when we pull aggro off  tanks or the tanks go down and we are left facing the boss alone. Some rogues even like to create entire SETS of gear around this premise and for them the Glyph of Evasion is a must.

Level 10 gives us Sap, which slowly scales as you progress up the ranks. When you first obtain it at level 10 all you can do is incapacitate (knock out) humanoids for a max of 25 seconds. By the time you are Level 71 this list will extend to include Beasts, Demons and even Dragonkin and the duration will have increased to about 1 minute. All that is required is that you be stealthed when you bonk them on the head and that they not be in combat. You can even increase the duration by an additional 20 seconds with the use of a glyph.

The other ability we get at level 10 is Sprint. At its most basic this allows you to increase your movement speed by 50% for 15 seconds so you can get out of Dodge FAST when trouble or damage is a brewing. Put a few talent points into Improved Sprint at level 25 and suddenly you can not only run away from trouble but get out of movement impairing effects as well. The Glyph of Sprint will increase your movement speed an addition 30% which some pvpers enjoy and there is also a fun glyph that will allow you to run on water.

Level twelve gives us one of the most often used moves in our arsenal, Kick. Quite simply this instant move interrupts spell casting and prevents any other spells from the same spell school from being used for 5 seconds.  It has a ten second cool down but you can enhance this ability by putting talent points into Improved Kick from the Combat Tree which will allow you to silence the caster as well.  Learning to identify casts and managing your energy so you have enough to cast kick while maintaining your normal damaging rotation is key.

At level sixteen we get an ability which at one time was considered so much of a joke the vast majority of rogues didn't even have it on their action bars. It has now become one of my most beloved moves of all time. Feint. When you first get it, all it does is reduce your threat by a small amount...a VERY small amount. So if you see that your building more aggro than your tank the idea is you can use this ability to get it back down. However for the energy cost verses the aggro dump it provides few of us really see the usefulness of this as we level. At level 78 however it gains a little something VERY yummy. In addition to providing a larger aggro dump it also reduces the amount of damage you take from area effect attacks by 50% for 6 seconds. That means if you learn to time it right you can continue to dps on bosses that other melee have to flee from because you are now able to mitigate half of the damage. It is LOVELY. There is even a glyph that will reduce the energy cost of this but I don't think it is that useful personally.

Level 20 grants us the wonderful opportunity to disarm with Dismantle. I remember when I first read this on Beta. The description reads that it "gives the ability to remove all weapons, shields and other equipment carried for 10 seconds." On Beta they had left out the "carried" part, so I had visions of naked Paladins and Warriors in my head for days. It lasts for 10 seconds but has a rather daunting one minute cool down. This ability can be VERY helpful for disarming bosses or certain trash mobs. Learning when to use it for best effect is key as Warriors can also disarm but all other tanks lack this ability.

Vanish, this level twenty two ability is one that is considered part of the quintessential rogue arsenal. Yeah, its buggy, yeah it has been FOREVER. Just learn to work with it. It is SUPPOSE to remove you from sight, break all movement impairing effects and place you in an improved state of stealth for 10 seconds. When it works it can wipe your aggro, free you from traps and save your life. When it doesn't...well yeah...not so much, but we don't play rogues because we like to play it safe.

Detect Traps is one that you get at level twenty four. For a long time it was largely ignored. Those of us who have played this game for FAR to long remember when it use to be an ACTIVATED ability and the lovely swirly ball. Now it is passive, only requiring you to pay attention to what is going on around you and know what various traps look like. In PvP that means Hunter's Traps but in the new Icecrown Citadel that means the Spirit Traps. Having the ability to be able to locate them so others don't accidentally sent them off is a really nice bonus gift to your raid.

At twenty six we get Cheap Shot.  This is an opening stun move that we use coming out of stealth. Word of advice,  most tanks DO NOT LIKE YOU TO USE THIS MOVE AS YOUR OPENER, use Garrote instead. However if you are tasked with keeping a particular mob "stun locked" like in the Faction Champions THIS would be where you would start out.

At level thirty we get Disarm Trap which allows us to then neutralize the traps we have been able to see for the past six levels. This was a long underutilized ability outside of PvP. Not since Blackwing Lair have we seen it truly needed. Now in Icecrown Citadel Raid Leaders will again be calling for rogues to Disarm Spirit Traps so they can avoid the statues, giving raids more time to progress deeper into the Citadel. In that particular case our disarms stay in effect for one hour giving plenty of time to clear a wing and then avoid it completely using the transporters.

The other key move we obtain at level thirty is Kidney Shot. This stunning move gains its power from our combo points. The more points you have when you use it the longer the duration of the stun. This ability can be further augmented by placing talent points into the Assassination Tree's Improved Kidney Shot.

At level thirty four we get Blind. This ability has changed quite a bit over the years from when we were required to keep stacks of Blinding Powder to now where the assumption is we take whatever we find and toss it. (Like dirt and snow.) It has also changed from a Poison type ability to a Physical one. What that means is that while it can no longer be dispelled it CAN be resisted. Our Hit Rating ALSO effects this ability. Blind (when it works) will disorient the target for about 10 seconds unless something happens to disrupt it, giving you the opportunity to heal, get away or allow a tank to pick up. Blind is also part of the "Stun lock" arsenal which includes Cheap Shot, Gouge, Kidney Shot and Blind. It does have a 3 minute cool down so you want to use it wisely.

Level Sixty Six gives us one of my FAVORITE rogue abilities, Cloak of Shadows. This is another ability that has changed quite a bit since it was first introduced. As it now stands Cloak of Shadows is available to ALL rogues via their trainers and will grant the ability to instantly remove all existing harmful spell effects as well as increase your chance to resist all spells by 90% for 5 seconds. It does not however remove any effect that prevents you from using Cloak of Shadows in the first place (like a disorienting effect.) It's biggest weakness is against damage over time effects as it doesn't always remove those or bleed effects. Still against things like poisons and AOE damage is very effective especially since the cool down is only a minute and a half. This ability can be made even more powerful with a Glyph which decreases the amount of PHYSICAL damage you take by 40% when used as well.

Things stay pretty quiet for a while until level seventy five. It is then you will get your hands on an ability that can make or break how you interact with your tank and healers, Tricks of the Trade. Don't underestimate this ability, it is a LIFE SAVER. Put this on your tank who is struggling with aggro then fan of knives all the mobs right to him. I have this move macroed in before I do a blade furry/killing spree combo to go directly to the tank just to offset the aggro generated. For the small cost of 15 energy you can save yourself a lot of frustration. While it CAN be used as a pulling tool it is MUCH better to use this as a way to help your tank build and maintain aggro. You may find that the 30 second cool down will not allow you to use it EVERY pull so just learn to use it when it is MOST effective and your newbie tanks will bless you for it.

Now I have mentioned a variety of options here that you won't necessarily want to do or even have access to. (Not all of us are Level 80 Rogues sporting Tier 9 or 10 gear who enjoy raiding.) The idea was to share with you the tools we have and when we gain access to them, so that no matter where we are or what we are doing we are aware of all the options we have available to offer our group mates. (Granted some will never give us the CHANCE to show them our skills but that doesn't mean we can't develop them.)

There are a few additional things to keep in mind as well.

- Always attempt to fight from BEHIND the target when applicable to avoid cone, and cleave effects.
- Keep stock piles of food, bandages and healing potions on yourself at all times.
- Restock your poisons at regular intervals so you don't run out and keep small amounts of even infrequently used poisons on you "just in case"
- Never be afraid to ask questions, sure they may blow you off but better to risk looking foolish and get the information you need than keep silent and not improve.

Friday, December 11, 2009

Hunger for Blood Nerfed



Well we all said it wouldn't last and sure enough...HOT FIX NERF.
After evaluating damage dealt in instances and PvP over the last two days, we are going to deploy three changes. There could always be more along the way. These hotfixes should hit sometime today (Dec 10).

Hunger for Blood now increases damage by 10% instead of 15%. We wanted to increase Assassination rogue damage, and we were succesful, but we overshot the mark. We buffed Hunger for Blood back when Assassination needed a damage boost, so we're more than happy that this talent won't account for such a huge dps increase. Because of the nature of hotfixes, it is unlikely the tooltip will change to 10% right away.
He then goes on to talk about Scourge Strike and Rolling Corruptions but we don't really care about THEM here.  What I DID find interesting is how he ends his post
Ideally, we'd rather make changes while we're still in PTR before a patch goes live, but in the end we'd rather make changes than allow something imbalanced to continue just because we didn't change it pre-patch. To the community's credit, some players predicted these issues might become a problem. We appreciate the feedback as always, even if we don't always immediately make changes suggested by the community.
Ghostcrawler
Lead Systems Designer
Now I didn't of course quote ALL that he said you can see it all here if you really wish. Personally I don't know how I want to handle it. I just made all the changes to Mute, reset my UI etc. thinking this would last a LITTLE bit longer. But I think I may just pick up Combat Hack and Slash as my off spec and run with it, then do a comparison of the two sets of numbers.


While I know some people REALLY like Mute, and yeah the numbers you can get in raids ARE pretty amazing I just don't care for the lack of mobility with it. Especially when running 5 man heroics like I have been trying to do with the New LFG system. The majority of us are SO over geared for the instances that you never have enough time to get energy regen before the mobs are down making it MUCH more difficult to keep HfB up and since I keep ending up needing to keep my OWN bleed effects on things that just adds to the hassle.


All that said, after putting this much effort into it I am not quite ready to just "throw in the towel" on it yet. I'm just going to have to break down and give up my Pvp spec for a bit while I see how these two play out.

Saturday, December 5, 2009

Rogue Loot 3.3

These lists are not in any way conclusive but what has been discovered so far.

The Frozen Hall is broken into three separate instances (think Scarlet Monastery) but similar to Caverns of Time's Old Hillsbrad to Black Morass progression you have to complete them in a certain order. (At least the first time you do it.) Progression is as follows: you begin in the Forge of Souls with either Lady Proudmore (Alliance) or Lady Sylvanas (Horde) as your guide. This instance only contains two bosses, Bronjahm the Godfather of Souls and the Devourer of Souls.

After completing the Forge of Souls you are ported to the second wing, the Pit of Saron. From now on you will be able to port directly to the Pit whenever you desire from the portal room. Here again you meet up with either of the ladies and continue on for the three boss fight encounters this instance has to offer. The first is Forgemaster Garfost, followed by a SET of bosses Ick & Krick then concluding with Scourgelord Tyrannus.While you encounter Tyrannus soon after you enter the instance you need to complete the others before you will be able to face him.

Once you are rescued from Sindragosa at the end of Pit of Saron you can move on to the final wing of the Frozen Halls, the Lich King's private quarters. Called the Halls of Reflection it is very similar to Black Morass in how the fight goes, waves of adds with three boss encounters. The first is with Falric, the second Marwyn and then finally the Lich King himself.

From the Normal Ice Crown Citadel Dungeon: The Frozen Hall will come the following items that rogues might find useful:

Accursed Crawling Cape -Drops off final boss in Forge of Souls
Bewildering Shoulderpads- Drops off first boss in Forge of Souls
Carpal Tunnelers - Drops off second boss in Halls of Reflection
Crypt Fiend Slayer - Bow from the chest you receive after completing Halls of Reflection successfully.
Flayer's Black Belt - Drops off first boss in Pit of Saron
Ghoulslicer - Main hand Sword drops off first boss in Halls of Reflection
Hate-Forged Cleaver - Main hand Axe from the chest you receive after completing Halls of Reflection
Heartshiver - Main hand Dagger off of final boss in Forge of Souls
Krick's Beetle Stabber - Off hand dagger from the second set of bosses in Pit of Saron
Rimebane Riffle - Gun from final boss in Pit of Saron
Ring of Carnelian - Drops from first boss in Pit of Saron
Shaggy Wyrmleather Leggings - Drops off the final boss in Pit of Saron

From the Heroic version we can expect to discover the following items:
Band of Stained Souls - Ring from final boss in Pit of Saron
Barbed Ymirheim Choker - Necklace from the first boss in Pit of Saron
Black Icicle - Main hand mace from completing Halls of Reflection
Blighted Leather Footpads - Again from completing Halls of Reflection
Blood Weeper - Main hand dagger from second boss in Forge of Souls
Chewed Leather Wristguards - Drops off the second set of bosses in Pit of Saron
Choking Hauberk - Comes from the second boss in Halls of Reflection
Felglacier Bolter - Crossbow from the second set of bosses in Pit of Saron
Fleshwork Leggings - Drops from final boss in Pit of Saron
Frayed Scoundrel's Cap - Comes from the final boss in Forge of Souls
Liar's Tongue - Off hand sword from chest at completing the Halls of Reflection
Needle-Encrusted Scorpion - Trinket from final boss in Forge of Souls
Nighttime - Main hand axe from first boss in Forge of Souls
Papa's Brand New Knife - Throwing weapon from first boss in Forge of Souls
Seven-Fingered Claws - Fist weapon Main hand from TRASH in Forge of Souls
Spaulders of Black Betrayal - Comes from the first boss in Halls of Reflection
Unsharpened Ice Razor - Off hand Dagger TRASH drop from Pit of Saron

The Raid portion of Ice Crown Citadel will be released in five separate sections (think Sunwell) but this time the opening of each is controlled by Blizzard rather than the efforts of a server as a whole.

The first wing is called The Lower Spire and contains four boss encounters. Lord Marrowgar, Lady Deathwhisper, the much discussed Gunship Battle, with Deathbringer Saurfang concluding this wing. The Plagueworks contain three boss encounters, Festergut, Rotface and Professor Putricide. The third wing is called the Crimson Hall but only contains two boss encounters but the first is actually a group of three, the Blood Prince Council is made up of Prince Keleseth, Prince Taldaram and Prince Valanar. The final boss of this wing is Blood-Queen Lana'thel. Frostwing Hall again only contains two boss encounters, Valithria Dreamwalker (which is a unique fight in that you are actually attempting to HEAL her rather than KILL her) and Sindragosa. The final wing is none other than the Frozen Throne itself with only The Lich King as an encounter.

Like The Trial of the Crusader raid Ice Crown has three levels of gear which can be obtained from Normal 10 man raid encounters, Heroic 10 man/Normal 25 man Raids or Heroic 25 man. What is DIFFERENT is that this time rather than having separate lock outs for each the Raid leader can switch from Normal to Heroic WITHIN the encounter thereby only effecting the specific encounter and loot table. This Raid will also drop a new type of emblem called the Emblem of Frost. Like previously these can also be obtained by doing a daily dungeon or by the newly implemented weekly raid quests.

Gear purchasable with Emblems of the Frost:
Cat Burglar's Grips 
Herkuml War Token - Trinket
Recovered Scarlet Onslaught Cape
Shadow Seeker's Tunic
Shrapnel Star - Throwing weapon
Vengeful Noose - Necklace

Also like Karazhan there are quest/reputation rewards you can achieve for completing the instance from a new faction called the Ashen Verdict. These will include rings as well as craft patterns. The Ring that rogues will be going after is the Ashen Band of Vengeance.

There is also the much discussed Quel'Delar quest chain which contains such rewards as the Cudgel of Furious Justice

Normal 10 man drops the following items:

Bone Warden's Splitter -  Off hand Axe from first boss in the Lower Spire
Frost Giant's Cleaver - Main hand Axe from the Gunship Battle
Gutbuster - Main hand Mace from first boss in the second wing.
Plague-Soaked Leather Leggings - Again from the first boss of the second wing
Saurgang's Cold-Forged Band - Of course drops off the final boss of the Lower Spire
Scourge Stranglers - Shoulders from final boss of Lower Spire
Shadowblade's Battlegear - Obtainable with Emblems of the Frost
Shawl of the Nerubian Silk - Cloak from first boss in Lower Spire

Heroic 10 Man/Normal 25 drops the following items:

Band of the Colossus -  Comes from first boss in Lower Spire
Black Bruise - Fist weapon from first boss in Plagueworks wing
Bloodvenom Blade - Sword from final boss in Lower Spire
Deathbringer's Will - Trinket from final boss in Lowe Spire
Frost Giant's Cleaver - Axe from Gunship Battle HEROIC ONLY
Gangrenous Leggings - Drops from first boss in Plagueworks wing
Ikfirus's Sack of Wonder - Chest piece from Gunship Battle
Scourge Stranglers - Shoulders final boss in Plagueworks HEROIC ONLY
Scourgeborne Waraxe - From Gunship Battle
Shadowvault Slayer's Cloak - Gunship Battle
Stakethrower - Gun from final boss in the Crimson Hall on HEROIC ONLY
Wodin's Lucky Necklace - Trash drop

Heroic 25 will of course drop the very BEST gear, things that have been discovered so far are:

Bloodvenom Blade - Final boss in Lower Spire
Deathbringer's Will - Trinket off final boss in Lower Spire
Toskk's Maximized Wristguards -  Final Boss in Lower Spire

Newest Crafted Gear -
Bladeborn Leggings - Leatherworking drop pattern
Footpads of Impending Death - Leatherworking drop pattern

Of course we can not forget the newest upgrade to the Runed Band of the Kirin Tor.

So that is it, that is all we know of certain of so far. MMO Champion of course has data mined a whole lot more but as to where exactly those pieces may be located? That is still up in the air.